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https://github.com/kuhyx/engineer-thesis-WUT.git
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99 lines
4.7 KiB
C++
99 lines
4.7 KiB
C++
#ifndef DRAW_CPP
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#define DRAW_CPP
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "draw.hpp"
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#include "renderLoop.hpp"
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#include "shaders.hpp"
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#include "constants.hpp"
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#include "misc.hpp"
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int drawFigure(const int whatToDraw)
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{
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switch (whatToDraw)
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{
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case 0:
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return drawTriangle(constants::TRIANGLE_VERTICES, constants::TRIANGLE_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE);
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case 1:
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return drawSquare(constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE);
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case 2:
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// Try to draw 2 triangles next to each other using glDrawArrays by adding more vertices to your data.
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return drawTriangle(constants::TRIANGLES_VERTICES, constants::TRIANGLES_VERTICES_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE);
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case 3:
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// Now create the same 2 triangles using two different VAOs and VBOs for their data
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return (drawTriangle(constants::TRIANGLE_ONE, constants::TRIANGLE_ONE_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE) == -1 || drawTriangle(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE) == -1);
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case constants::MAX_DRAW_CALL:
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// Create two shader programs where the second program uses a different fragment shader that outputs the color yellow; draw both triangles again where one outputs the color yellow
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return (drawTriangle(constants::TRIANGLE_ONE, constants::TRIANGLE_ONE_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE) == -1 || drawTriangle(constants::TRIANGLE_TWO, constants::TRIANGLE_TWO_SIZE, constants::VERTEX_SHADER_SOURCE, constants::FRAGMENT_SHADER_SOURCE_YELLOW) == -1);
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default:
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throw "No function for this draw call";
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}
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}
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int drawSquare(const char* vertexShaderSource, const char* fragmentShaderSource)
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{
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const std::pair<unsigned int, unsigned int> shaders = compileShaders(vertexShaderSource, fragmentShaderSource);
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if (shaders.first == 0 || shaders.second == 0)
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return -1;
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const unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
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if (shaderProgram == 0)
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return -1;
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const unsigned int VAO = generateBindVAO();
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copyVerticesMemory(constants::SQUARE_VERTICES, constants::SQUARE_VERTICES_SIZE, GL_ARRAY_BUFFER);
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copyVerticesMemory(constants::SQUARE_INDICES, constants::SQUARE_INDICES_SIZE, GL_ELEMENT_ARRAY_BUFFER);
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// set vertex attribute pointers
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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doDrawElements(shaderProgram, VAO, GL_TRIANGLES, GL_UNSIGNED_INT, std::size(constants::SQUARE_INDICES));
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return 0;
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}
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void doDrawElements(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const GLenum drawType, const int numberOfElementsToDraw)
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{
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glUseProgram(shaderProgram);
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glBindVertexArray(vertexArrayObject);
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glDrawElements(drawArrayMode, numberOfElementsToDraw, drawType, 0);
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glBindVertexArray(0);
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}
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int drawTriangle(const float triangleVertices[], const size_t triangleVerticesSize, const char* vertexShaderSource, const char* fragmentShaderSource)
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{
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const unsigned int vertexBufferObject = copyVerticesMemory(triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
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const std::pair<unsigned int, unsigned int> shaders = compileShaders(vertexShaderSource, fragmentShaderSource);
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if (shaders.first == 0 || shaders.second == 0)
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return -1;
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const unsigned int shaderProgram = linkShaderObjectsShaderProgram(shaders.first, shaders.second);
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if (shaderProgram == 0)
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return -1;
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configureVertexAttribute();
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const unsigned int vertexArrayObject = generateBindVAO();
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copyVerticesArray(vertexBufferObject, triangleVertices, triangleVerticesSize, GL_ARRAY_BUFFER);
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// set vertex attribute pointers
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void *)0);
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glEnableVertexAttribArray(0);
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doDrawArrays(shaderProgram, vertexArrayObject, GL_TRIANGLES, 0, triangleVerticesSize);
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return 0;
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}
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void doDrawArrays(const unsigned int shaderProgram, const unsigned int vertexArrayObject, const GLenum drawArrayMode, const int firstIndex, const unsigned int numberOfIndicesToBeRendered)
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{
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// use shader program to render an object
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glUseProgram(shaderProgram);
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glBindVertexArray(vertexArrayObject);
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// From left:
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// primitive type we want to draw
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// starting index of vertex array
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// how many vertices we want to draw
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glDrawArrays(drawArrayMode, firstIndex, numberOfIndicesToBeRendered);
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}
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#endif |